﻿using AppMain;
using System;
using System.Collections.Generic;
using System.Text;

namespace BehaviorTree
{
    public class BMonsterAttackCond : BTCondition
    {
        public BMonsterAttackCond(ActionRole agent) : base(agent)
        {
        }

        public override Node_Status tick(float frameTime)
        {
            //不能被Lock            
            if (!this.agent.IsFree)
            {
                return Node_Status.Fail;
            }
            else
            {
                return Node_Status.Success;
            }
        }


    }

}
